assault_assaultpoint

From Valve Developer Community
Jump to: navigation, search

<Half-Life 2> assault_assaultpoint is a point entity available in the Half-Life 2 series.

Entity description

Assault assaultpoint.png
These entities form the body of an assault chain, specifying where the assault should go once it has begun. There can be any number of them in each chain.
Note:Assault points only affect the journey to them, not from them.
Bug:
Specifying an assault_rallypoint as the next assault point will crash the game.
Tip:Naming assault points the same name will cause NPCs to randomly select the assault point that was not used last.

Limitations

  • When moving to an assault point partway through a chain, the NPC will go to the standing posture for a moment before continuing. This looks unnatural.
    Note:This bug is fixed in Half Life 2: Episode One and Half Life 2: Episode Two
  • NPCs will always turn to face in the direction the entity is set to when arriving at an assault point if they don't have an enemy before they reach the point. This might again look unnatural in some cases.
  • NPCs must stand directly on an assaultpoint to clear it without timeout if the clearoncontact keyvalue is not set and triggered. This can result in illogical backtracking and means that groups of NPCs moving together will each need their own assaultpoint to maintain the illusion. To do:  What are you trying to say? Why would they back track?

Keyvalues

Assault Hint Group <string>
Constrain the movement of the NPC(s) participating in the assault to this hint group once assault has begun.
Next assault point (optional) <targetname>
The assault_assaultpoint to move to next.
Assault time out <float>
This point is cleared when no enemies are seen for this long (specified in seconds). The NPC(s) at this assault point will scout for enemies this long before moving on.
Clear on contact with enemies <boolean>
If the assaulting NPC meets enemies on its way to this point, it will consider the assault point cleared and target the next assault point in the chain.
Allow diversion <boolean>
If the assault comes into contact with hostiles on the way to this assault point, divert to kill them and resume once the area appears clear.
  • If it set to Yes, NPCs will chase any hostiles until they are dead or out of sight for the period set in the Assault time out.
  • If this is set to No, assaulting NPCs will run non-stop to the next point, attacking enemies they can see but not chasing them.
Diversion Proximity <float>
If is set, NPC will only divert from assault to attack an enemy that is within this distance of the assault point. 0 means no limit.
Never Timeout <boolean>
If set, the assault never ends for NPCs assaulting this point. Useful for forcing NPCs back to a point.
Strict? <boolean>
If set, NPCs may not move to attack, avoid danger, or move out of the player's way.
Force Crouch <boolean>
NPCs using this assault point are forced into crouching while holding it.
Bug:
This only works for NPCs that crouch as part of their natural ai. EX: Alyx and Combine Soldiers.
Urgent <boolean>
If set, NPCs will consider movement to this rally point as Urgent Navigation.


Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Parentname:

Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • 1 : Clear this point upon arrival, UNCONDITIONALLY
Move on to the next point once reaching this one, regardless of any other influences.

Inputs

SetClearOnContact  <boolean>
Sets the Clear on Contact with enemies keyvalue. Accepts 1/0 or Yes/No as parameters.
SetAllowDiversion  <boolean>
Sets the Allow Diversion keyvalue. Accepts 1/0 or Yes/No as parameters.
SetForceClear  <boolean>
Set the Force Clear flag. NPCs who are currently running to the assault point will Clear it immediately. NPCs who acquire it in the future will Clear it automatically.


Parentname:

SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2)
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm)
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm)
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

Outputs

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.


OnArrival
Fires when a NPC arrives. (activator is the NPC)
Tip:This can fire more than once since NPCs tend to divert from assault points to reload or avoid danger.
OnAssaultClear
Fires when the point is cleared.

See also